I've recently tried to port my project on android where it yields very low fps.
And as a side effect, I've noticed, when conversation text is ouputed character by character and text is longer, it doesnt event output all characters and skips to next conversation text because computed ...
Is it implemented in dialogue system the option which I can choose in chat mapper to display a dialogue option only one? (bassed on this I pass to next node without display or break the conversation branch).
It places a script condition like "Dialog[2].SimStatus ~= "WasDisplayed", but ...